]> git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
moved entity_render_t modellight_* field updates from renderer to client
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 18 Dec 2007 09:32:24 +0000 (09:32 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 18 Dec 2007 09:32:24 +0000 (09:32 +0000)
merged entity_render_t colormap_pantscolor and shirtcolor updates to a
single function called CL_SetEntityColormapColors
other little cleanups

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@7819 d7cf8633-e32d-0410-b094-e92efae38249

cl_main.c
cl_parse.c
client.h
clvm_cmds.c
csprogs.c
gl_rmain.c
model_brush.c
model_shared.c
palette.c

index 66d68acf4a7d595dc418f0b0298097c1195122f6..717f156cc6e79830de937609ea43d4f7fe82ae0d 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -197,7 +197,6 @@ void CL_ClearState(void)
        ent->state_current.active = true;
        ent->render.model = cl.worldmodel = NULL; // no world model yet
        ent->render.alpha = 1;
-       ent->render.colormap = -1; // no special coloring
        ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
        Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
        CL_UpdateRenderEntity(&ent->render);
@@ -497,6 +496,30 @@ static void CL_SoundIndexList_f(void)
        }
 }
 
+static void CL_UpdateRenderEntity_Lighting(entity_render_t *ent)
+{
+       vec3_t tempdiffusenormal;
+
+       // fetch the lighting from the worldmodel data
+       VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
+       VectorClear(ent->modellight_diffuse);
+       VectorClear(tempdiffusenormal);
+       if ((ent->flags & RENDER_LIGHT) && cl.worldmodel && cl.worldmodel->brush.LightPoint)
+       {
+               vec3_t org;
+               Matrix4x4_OriginFromMatrix(&ent->matrix, org);
+               cl.worldmodel->brush.LightPoint(cl.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
+       }
+       else // highly rare
+               VectorSet(ent->modellight_ambient, 1, 1, 1);
+
+       // move the light direction into modelspace coordinates for lighting code
+       Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
+       if(VectorLength2(ent->modellight_lightdir) <= 0)
+               VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
+       VectorNormalize(ent->modellight_lightdir);
+}
+
 //static const vec3_t nomodelmins = {-16, -16, -16};
 //static const vec3_t nomodelmaxs = {16, 16, 16};
 void CL_UpdateRenderEntity(entity_render_t *ent)
@@ -550,6 +573,7 @@ void CL_UpdateRenderEntity(entity_render_t *ent)
                ent->maxs[1] = org[1] + 16;
                ent->maxs[2] = org[2] + 16;
        }
+       CL_UpdateRenderEntity_Lighting(ent);
 }
 
 /*
@@ -595,7 +619,6 @@ entity_t *CL_NewTempEntity(void)
        memset (ent, 0, sizeof(*ent));
        r_refdef.entities[r_refdef.numentities++] = &ent->render;
 
-       ent->render.colormap = -1; // no special coloring
        ent->render.alpha = 1;
        VectorSet(ent->render.colormod, 1, 1, 1);
        return ent;
@@ -828,7 +851,6 @@ void CL_AddQWCTFFlagModel(entity_t *player, int skin)
 
        flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
        flag->render.skinnum = skin;
-       flag->render.colormap = -1; // no special coloring
        flag->render.alpha = 1;
        VectorSet(flag->render.colormod, 1, 1, 1);
        // attach the flag to the player matrix
@@ -846,6 +868,23 @@ extern void V_FadeViewFlashs(void);
 extern void V_CalcViewBlend(void);
 extern void V_CalcRefdef(void);
 
+void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
+{
+       const unsigned char *cbcolor;
+       if (colormap >= 0)
+       {
+               cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
+               VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
+               cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
+               VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
+       }
+       else
+       {
+               VectorClear(ent->colormap_pantscolor);
+               VectorClear(ent->colormap_shirtcolor);
+       }
+}
+
 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
 {
@@ -869,37 +908,11 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat
        VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
        e->render.entitynumber = e - cl.entities;
        if (e->state_current.flags & RENDER_COLORMAPPED)
-       {
-               unsigned char *cbcolor;
-               e->render.colormap = e->state_current.colormap;
-               cbcolor = palette_rgb_pantscolormap[e->render.colormap & 0xF];
-               e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
-               e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
-               e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
-               cbcolor = palette_rgb_shirtcolormap[(e->render.colormap & 0xF0) >> 4];
-               e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
-               e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
-               e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
-       }
-       else if (e->state_current.colormap && cl.scores != NULL && e->state_current.colormap <= cl.maxclients)
-       {
-               unsigned char *cbcolor;
-               e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
-               cbcolor = palette_rgb_pantscolormap[e->render.colormap & 0xF];
-               e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
-               e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
-               e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
-               cbcolor = palette_rgb_shirtcolormap[(e->render.colormap & 0xF0) >> 4];
-               e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
-               e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
-               e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
-       }
+               CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
+       else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
+               CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
        else
-       {
-               e->render.colormap = -1; // no special coloring
-               VectorClear(e->render.colormap_pantscolor);
-               VectorClear(e->render.colormap_shirtcolor);
-       }
+               CL_SetEntityColormapColors(&e->render, -1);
        e->render.skinnum = e->state_current.skin;
        if (e->state_current.tagentity)
        {
@@ -1061,9 +1074,6 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat
                Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
        }
 
-       // make the other useful stuff
-       CL_UpdateRenderEntity(&e->render);
-
        // tenebrae's sprites are all additive mode (weird)
        if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
                e->render.effects |= EF_ADDITIVE;
@@ -1081,6 +1091,9 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat
                e->render.flags |= RENDER_SHADOW;
        if (e->render.flags & RENDER_VIEWMODEL)
                e->render.flags |= RENDER_NOSELFSHADOW;
+
+       // make the other useful stuff
+       CL_UpdateRenderEntity(&e->render);
 }
 
 // creates light and trails from an entity
@@ -1453,11 +1466,11 @@ void CL_RelinkWorld(void)
        entity_t *ent = &cl.entities[0];
        // FIXME: this should be done at load
        ent->render.matrix = identitymatrix;
-       CL_UpdateRenderEntity(&ent->render);
        ent->render.flags = RENDER_SHADOW;
        if (!r_fullbright.integer)
                ent->render.flags |= RENDER_LIGHT;
        VectorSet(ent->render.colormod, 1, 1, 1);
+       CL_UpdateRenderEntity(&ent->render);
        r_refdef.worldentity = &ent->render;
        r_refdef.worldmodel = cl.worldmodel;
 }
@@ -1472,7 +1485,6 @@ static void CL_RelinkStaticEntities(void)
                // if the model was not loaded when the static entity was created we
                // need to re-fetch the model pointer
                e->render.model = cl.model_precache[e->state_baseline.modelindex];
-               CL_UpdateRenderEntity(&e->render);
                // either fullbright or lit
                if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
                        e->render.flags |= RENDER_LIGHT;
@@ -1481,6 +1493,7 @@ static void CL_RelinkStaticEntities(void)
                        e->render.flags |= RENDER_SHADOW;
                VectorSet(e->render.colormod, 1, 1, 1);
                R_LerpAnimation(&e->render);
+               CL_UpdateRenderEntity(&e->render);
                r_refdef.entities[r_refdef.numentities++] = &e->render;
        }
 }
@@ -1555,7 +1568,6 @@ static void CL_RelinkEffects(void)
                                        ent->render.model = cl.model_precache[e->modelindex];
                                else
                                        ent->render.model = cl.csqc_model_precache[-(e->modelindex+1)];
-                               ent->render.colormap = -1; // no special coloring
                                ent->render.alpha = 1;
                                VectorSet(ent->render.colormod, 1, 1, 1);
 
@@ -1701,7 +1713,6 @@ static void CL_RelinkQWNails(void)
 
                // normal stuff
                ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
-               ent->render.colormap = -1; // no special coloring
                ent->render.alpha = 1;
                VectorSet(ent->render.colormod, 1, 1, 1);
 
index bf0ba3eebc23b374827ea1c1a598fd9d3757ce10..97ec02351b7ec4fd8a145f2da5adbd08da8380e4 100644 (file)
@@ -1909,7 +1909,6 @@ void CL_ParseStatic (int large)
        ent->render.framelerp = 0;
        // make torchs play out of sync
        ent->render.frame1time = ent->render.frame2time = lhrandom(-10, -1);
-       ent->render.colormap = -1; // no special coloring
        ent->render.skinnum = ent->state_baseline.skin;
        ent->render.effects = ent->state_baseline.effects;
        ent->render.alpha = 1;
index b98beec1b48092dbf152b0220539a2a16b66b81e..0d9069751b09fc4c7d7f9377e00847fb1d146eb3 100644 (file)
--- a/client.h
+++ b/client.h
@@ -226,6 +226,12 @@ frameblend_t;
 
 // LordHavoc: this struct is intended for the renderer but some fields are
 // used by the client.
+//
+// The renderer should not rely on any changes to this struct to be persistent
+// across multiple frames because temp entities are wiped every frame, but it
+// is acceptable to cache things in this struct that are not critical.
+//
+// For example the r_cullentities_trace code does such caching.
 typedef struct entity_render_s
 {
        // location
@@ -245,9 +251,7 @@ typedef struct entity_render_s
        model_t *model;
        // number of the entity represents, or 0 for non-network entities
        int entitynumber;
-       // entity shirt and pants colors (-1 if not colormapped)
-       int colormap;
-       // literal colors for renderer
+       // literal colormap colors for renderer, if both are 0 0 0 it is not colormapped
        vec3_t colormap_pantscolor;
        vec3_t colormap_shirtcolor;
        // light, particles, etc
@@ -282,11 +286,12 @@ typedef struct entity_render_s
        // 4 frame numbers (-1 if not used) and their blending scalers (0-1), if interpolation is not desired, use frame instead
        frameblend_t frameblend[4];
 
-       // current lighting from map
+       // current lighting from map (updated ONLY by client code, not renderer)
        vec3_t modellight_ambient;
        vec3_t modellight_diffuse; // q3bsp
        vec3_t modellight_lightdir; // q3bsp
 
+       // FIELDS UPDATED BY RENDERER:
        // last time visible during trace culling
        double last_trace_visibility;
 }
@@ -1136,6 +1141,7 @@ void CL_Disconnect (void);
 void CL_Disconnect_f (void);
 
 void CL_UpdateRenderEntity(entity_render_t *ent);
+void CL_SetEntityColormapColors(entity_render_t *ent, int colormap);
 void CL_UpdateViewEntities(void);
 
 //
index f19b66db13b1004b8971e88d311ce7a4c75ac94e..83b0bf024a338ee3383a62ab7a6e8913824847d9 100644 (file)
@@ -1257,12 +1257,12 @@ static void VM_CL_makestatic (void)
                entity_t *staticent = &cl.static_entities[cl.num_static_entities++];
 
                // copy it to the current state
+               memset(staticent, 0, sizeof(*staticent));
                staticent->render.model = CL_GetModelByIndex((int)ent->fields.client->modelindex);
                staticent->render.frame1 = staticent->render.frame2 = (int)ent->fields.client->frame;
                staticent->render.framelerp = 0;
                // make torchs play out of sync
                staticent->render.frame1time = staticent->render.frame2time = lhrandom(-10, -1);
-               staticent->render.colormap = (int)ent->fields.client->colormap; // no special coloring
                staticent->render.skinnum = (int)ent->fields.client->skin;
                staticent->render.effects = (int)ent->fields.client->effects;
                staticent->render.alpha = 1;
@@ -1282,7 +1282,6 @@ static void VM_CL_makestatic (void)
                }
                else
                        Matrix4x4_CreateFromQuakeEntity(&staticent->render.matrix, ent->fields.client->origin[0], ent->fields.client->origin[1], ent->fields.client->origin[2], ent->fields.client->angles[0], ent->fields.client->angles[1], ent->fields.client->angles[2], staticent->render.scale);
-               CL_UpdateRenderEntity(&staticent->render);
 
                // either fullbright or lit
                if (!(staticent->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
@@ -1290,6 +1289,8 @@ static void VM_CL_makestatic (void)
                // turn off shadows from transparent objects
                if (!(staticent->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (staticent->render.alpha >= 1))
                        staticent->render.flags |= RENDER_SHADOW;
+
+               CL_UpdateRenderEntity(&staticent->render);
        }
        else
                Con_Printf("Too many static entities");
index 96a51244acc17375b534654febcd69c1ca554431..4b04475c81b0a10c56c2266affc8599921b6b2ba 100644 (file)
--- a/csprogs.c
+++ b/csprogs.c
@@ -125,6 +125,7 @@ extern cvar_t cl_noplayershadow;
 qboolean CSQC_AddRenderEdict(prvm_edict_t *ed)
 {
        int renderflags;
+       int c;
        float scale;
        prvm_eval_t *val;
        entity_t *e;
@@ -140,7 +141,6 @@ qboolean CSQC_AddRenderEdict(prvm_edict_t *ed)
                return false;
 
        e->render.model = model;
-       e->render.colormap = (int)ed->fields.client->colormap;
        e->render.skinnum = (int)ed->fields.client->skin;
        e->render.effects |= e->render.model->effects;
        scale = 1;
@@ -195,8 +195,6 @@ qboolean CSQC_AddRenderEdict(prvm_edict_t *ed)
 
        // concat the matrices to make the entity relative to its tag
        Matrix4x4_Concat(&e->render.matrix, &tagmatrix, &matrix2);
-       // make the other useful stuff
-       CL_UpdateRenderEntity(&e->render);
 
        if(renderflags)
        {
@@ -206,24 +204,13 @@ qboolean CSQC_AddRenderEdict(prvm_edict_t *ed)
                if(renderflags & RF_ADDITIVE)           e->render.effects |= EF_ADDITIVE;
        }
 
-       if ((e->render.colormap > 0 && e->render.colormap <= cl.maxclients) || e->render.colormap >= 1024)
-       {
-               unsigned char *cbcolor;
-               int palcol;
-               if (e->render.colormap >= 1024)
-                       palcol = (unsigned char)(e->render.colormap-1024);
-               else
-                       palcol = cl.scores[e->render.colormap-1].colors;
-
-               cbcolor = palette_rgb_pantscolormap[palcol & 0xF];
-               e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
-               e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
-               e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
-               cbcolor = palette_rgb_shirtcolormap[(palcol & 0xF0) >> 4];
-               e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
-               e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
-               e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
-       }
+       c = (int)ed->fields.client->colormap;
+       if (c <= 0)
+               CL_SetEntityColormapColors(&e->render, -1);
+       else if (c <= cl.maxclients && cl.scores != NULL)
+               CL_SetEntityColormapColors(&e->render, cl.scores[c-1].colors);
+       else
+               CL_SetEntityColormapColors(&e->render, c);
 
        // either fullbright or lit
        if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
@@ -237,6 +224,9 @@ qboolean CSQC_AddRenderEdict(prvm_edict_t *ed)
        if (e->render.flags & RENDER_VIEWMODEL)
                e->render.flags |= RENDER_NOSELFSHADOW;
 
+       // make the other useful stuff
+       CL_UpdateRenderEntity(&e->render);
+
        return true;
 }
 
index 091e7e6298b5cad116bf523d03e29a02a92720eb..06f94247868e656abaf228003fff5c051e397e87 100644 (file)
@@ -1369,11 +1369,11 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
        else if (mode == SHADERMODE_LIGHTDIRECTION)
        {
                if (r_glsl_permutation->loc_AmbientColor >= 0)
-                       qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.modellight_ambient[2] * ambientscale);
+                       qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale * r_refdef.lightmapintensity, rsurface.modellight_ambient[1] * ambientscale * r_refdef.lightmapintensity, rsurface.modellight_ambient[2] * ambientscale * r_refdef.lightmapintensity);
                if (r_glsl_permutation->loc_DiffuseColor >= 0)
-                       qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface.modellight_diffuse[0] * diffusescale, rsurface.modellight_diffuse[1] * diffusescale, rsurface.modellight_diffuse[2] * diffusescale);
+                       qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface.modellight_diffuse[0] * diffusescale * r_refdef.lightmapintensity, rsurface.modellight_diffuse[1] * diffusescale * r_refdef.lightmapintensity, rsurface.modellight_diffuse[2] * diffusescale * r_refdef.lightmapintensity);
                if (r_glsl_permutation->loc_SpecularColor >= 0)
-                       qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale, rsurface.modellight_diffuse[1] * specularscale, rsurface.modellight_diffuse[2] * specularscale);
+                       qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * r_refdef.lightmapintensity, rsurface.modellight_diffuse[1] * specularscale * r_refdef.lightmapintensity, rsurface.modellight_diffuse[2] * specularscale * r_refdef.lightmapintensity);
                if (r_glsl_permutation->loc_LightDir >= 0)
                        qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
        }
@@ -2141,43 +2141,6 @@ int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, c
 
 //==================================================================================
 
-static void R_UpdateEntityLighting(entity_render_t *ent)
-{
-       vec3_t tempdiffusenormal;
-
-       // fetch the lighting from the worldmodel data
-       VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
-       VectorClear(ent->modellight_diffuse);
-       VectorClear(tempdiffusenormal);
-       if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
-       {
-               vec3_t org;
-               Matrix4x4_OriginFromMatrix(&ent->matrix, org);
-               r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
-       }
-       else // highly rare
-               VectorSet(ent->modellight_ambient, 1, 1, 1);
-
-       // move the light direction into modelspace coordinates for lighting code
-       Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
-       if(VectorLength2(ent->modellight_lightdir) > 0)
-       {
-               VectorNormalize(ent->modellight_lightdir);
-       }
-       else
-       {
-               VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
-       }
-
-       // scale ambient and directional light contributions according to rendering variables
-       ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
-       ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
-       ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
-       ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
-       ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
-       ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
-}
-
 static void R_View_UpdateEntityVisible (void)
 {
        int i, renderimask;
@@ -2220,10 +2183,6 @@ static void R_View_UpdateEntityVisible (void)
                        r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
                }
        }
-
-       // update entity lighting (even on hidden entities for r_shadows)
-       for (i = 0;i < r_refdef.numentities;i++)
-               R_UpdateEntityLighting(r_refdef.entities[i]);
 }
 
 // only used if skyrendermasked, and normally returns false
@@ -5365,12 +5324,13 @@ static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t
        // TODO: optimize
        // model lighting
        VectorCopy(rsurface.modellight_lightdir, lightdir);
-       ambientcolor[0] = rsurface.modellight_ambient[0] * r * 0.5f;
-       ambientcolor[1] = rsurface.modellight_ambient[1] * g * 0.5f;
-       ambientcolor[2] = rsurface.modellight_ambient[2] * b * 0.5f;
-       diffusecolor[0] = rsurface.modellight_diffuse[0] * r * 0.5f;
-       diffusecolor[1] = rsurface.modellight_diffuse[1] * g * 0.5f;
-       diffusecolor[2] = rsurface.modellight_diffuse[2] * b * 0.5f;
+       f = 0.5f * r_refdef.lightmapintensity;
+       ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
+       ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
+       ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
+       diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
+       diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
+       diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
        if (VectorLength2(diffusecolor) > 0)
        {
                // generate color arrays for the surfaces in this list
index 8d671c0007e19a0ac424a5d3c37b6c1b78d2b710..3baf1aeb5acece5eb5ac001ace48c5a555628a4e 100644 (file)
@@ -3534,14 +3534,6 @@ void Mod_Q1BSP_Load(model_t *mod, void *buffer, void *bufferend)
        if (loadmodel->brush.numsubmodels)
                loadmodel->brush.submodels = (model_t **)Mem_Alloc(loadmodel->mempool, loadmodel->brush.numsubmodels * sizeof(model_t *));
 
-       if (loadmodel->isworldmodel)
-       {
-               // clear out any stale submodels or worldmodels lying around
-               // if we did this clear before now, an error might abort loading and
-               // leave things in a bad state
-               Mod_RemoveStaleWorldModels(loadmodel);
-       }
-
        // LordHavoc: to clear the fog around the original quake submodel code, I
        // will explain:
        // first of all, some background info on the submodels:
@@ -5727,14 +5719,6 @@ void Mod_Q3BSP_Load(model_t *mod, void *buffer, void *bufferend)
        loadmodel->brush.num_leafs = 0;
        Mod_Q3BSP_RecursiveFindNumLeafs(loadmodel->brush.data_nodes);
 
-       if (loadmodel->isworldmodel)
-       {
-               // clear out any stale submodels or worldmodels lying around
-               // if we did this clear before now, an error might abort loading and
-               // leave things in a bad state
-               Mod_RemoveStaleWorldModels(loadmodel);
-       }
-
        mod = loadmodel;
        for (i = 0;i < loadmodel->brush.numsubmodels;i++)
        {
index c376d4afa3ab3d2f527f59088d55859023b8ba45..5825d1fa461df248139f273e3727769436e4a8bb 100644 (file)
@@ -245,11 +245,17 @@ model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolea
        VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
        VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
 
-       // if we're loading a worldmodel, then this is a level change, and we
-       // should reload all q3 shaders to make sure they are current (which will
-       // also be used by any other models loaded after this world model)
+       // if we're loading a worldmodel, then this is a level change
        if (mod->isworldmodel)
+       {
+               // clear out any stale submodels or worldmodels lying around
+               // if we did this clear before now, an error might abort loading and
+               // leave things in a bad state
+               Mod_RemoveStaleWorldModels(mod);
+               // reload q3 shaders, to make sure they are ready to go for this level
+               // (including any models loaded for this level)
                Mod_LoadQ3Shaders();
+       }
 
        if (buf)
        {
index 89193b8786eb3e80c9565d89c6c69eedcfb5737b..f95c48914767fe2b74854065c9234894b5793716 100644 (file)
--- a/palette.c
+++ b/palette.c
@@ -24,7 +24,7 @@ unsigned int palette_bgra_embeddedpic[256];
 // John Carmack said the quake palette.lmp can be considered public domain because it is not an important asset to id, so I include it here as a fallback if no external palette file is found.
 unsigned char host_quakepal[768] =
 {
-// marked: colormap colors: cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
+// marked: colormap colors: cb = (colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
 // 0x0*
        0,0,0,        15,15,15,     31,31,31,     47,47,47,     63,63,63,     75,75,75,     91,91,91,     107,107,107,
        123,123,123,  139,139,139,  155,155,155,  171,171,171,  187,187,187,  203,203,203,  219,219,219,  235,235,235,